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This requires special handling for the native Perforce connection, since it returns information as message records that the client formats as strings through an "Error" object. To work around this, the C++ library converts such messages into stat records that are more easily parsed by C# code. [CL 17526529 by Ben Marsh in ue5-main branch]
26 lines
757 B
Makefile
26 lines
757 B
Makefile
# EpicGames.Perforce.Native
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OBJDIR=obj/linux-x64/Release
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OUTDIR=bin/linux-x64/Release
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CXXFLAGS=-fPIC -std=c++14 -O1 -I../../../ThirdParty/Perforce/p4api-2018.1/Include/Linux/p4
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LIBPATH=../../../ThirdParty/Perforce/p4api-2018.1/Lib/Linux
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LIBS=$(LIBPATH)/libclient.a $(LIBPATH)/librpc.a $(LIBPATH)/libsupp.a -lssl -lcrypto -lpthread -ldl -lstdc++ -L../../../ThirdParty/OpenSSL/1.1.1c/lib/Unix/x86_64-unknown-linux-gnu
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$(OBJDIR):
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mkdir -p $(OBJDIR)
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$(OBJDIR)/%.o: %.cpp | $(OBJDIR)
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$(CC) $(CXXFLAGS) -c -o $@ $<
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# note by default we strip debug info for size
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client: $(OBJDIR)/Client.o
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mkdir -p $(OUTDIR)/
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$(CC) $(LDFLAGS) -shared -o $(OUTDIR)/EpicGames.Perforce.Native.so $^ $(LIBS)
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clean:
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rm -rf $(OBJDIR)/
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rm -rf $(OUTDIR)/
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all: client |